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I'm interested in AoS, but sigmarines make me hurl.  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in es
Brutal Black Orc




Barcelona, Spain

Joyboozer wrote:
Good god, it's all broken! Was there any attempt to balance the Skaven stuff? Or is this the standard power level for each army?
I'd feel guilty turning up to a game with just about every Skaven unit!


Skryre is pretty strong but the power level definitely went up. The empire (and successor armies) could (and still can) get handgunners and other units to auto-hit and wound on a 2+, have cannons fire two shots at 90% accuracy that'd and other niceties. Ironjaws can ram a whole army into the enemy battleline on turn 1. The power level went up by a lot as even Beastmen had a solid fighting chance against high elves and skaven (as long as it was not a skryre list, that gak is ona whole different level).
   
Made in au
Pustulating Plague Priest




Uh, I might switch to goblins...

There’s a difference between having a hobby and being a narcissist.  
   
Made in es
Brutal Black Orc




Barcelona, Spain

Joyboozer wrote:
Uh, I might switch to goblins...


Be my guest

In all honesty, it's not really bad. Pestilens are fine and balanced and so are skaven in truth. As I've said, the only truly brutal list is skryre and a good chunk stems from a certain batallion which is quality cheese.
   
Made in au
Pustulating Plague Priest




So the hell pit abomination, screaming bell, vermin lord and thanquol on bone ripper are all ok balance wise? They just seem so overpowered reading through the rules.

There’s a difference between having a hobby and being a narcissist.  
   
Made in us
Evasive Eshin Assassin






they're the skaven big nasties, of course they seem over powered.

i think if you run what you like you'll find everything will fall in to place.
   
Made in es
Brutal Black Orc




Barcelona, Spain

Joyboozer wrote:
So the hell pit abomination, screaming bell, vermin lord and thanquol on bone ripper are all ok balance wise? They just seem so overpowered reading through the rules.


Let me see... Ok, a bit of my analysis (haven't really played against them):

-Thanquol is strong but ultimately expensive. He's 13wounds at 4+ save. He can cast mystic shield for +1 but it's not a certainity. His main weapon is the warpfire projector (7 wounds on average against ANY save, his meelee can be, against 4+ models, boiled dow to: 0.9 wounds per round the staff; 4.4 wounds the braziers; and, assuming optimal health, 2.7. 8 total and with risk of backlash). He does bring an okay-ish command trait but he. in exchange, cannot get a funky trait or item form the book and those are great. That's big, since those things can greatly boost your army. Meanwhile, plenty of armies can counter him: sylvaneth will dance around you. Stormcast can bring you knight azyros to snipe him (well, deal d6+3 wounds, it's a decent dent for 100pts) and they'll have plenty of ranged buffs against you. Destruction will charge you before you get to shoot as they'll bypass your 18'' threat range (ironjaws brutes would have a 20'' average threat range, 30'' max. A unit of ten costs 360pts and would murder thanquol in a round of combat. He's 500pts) Factions designed to counter behemoths will have a field day with you. And there's a way or two for every faction. He's IS good and solid. But in this game there's nastier things and plenty will wreck boneripper's ass using its' master as dildo.

-The bell is also solid (don't pay attention to the joke-rule) but doesn't really do much in terms of damage barring its spell, which is good but has a 50% chance of not going through. It's a hard to kill wizard but it's reasonably costed at 260pts. Overall he's the most point effcient if you ask me.

-Vermindlords I don't know, there are plenty of them, but I do recall that the pestilens' one was not "great".

- The hellpit abomination is actually a frail model. 12 wounds and a 5+ model means that a cannon can kill it on a single turn of shooting. He can come back to live but the rules are that the attacks of the killing unit still carry on so he can be killed by the remainder. Healing d3 wounds per turn is cute but any minimally dedicated meelee unit can heap on wounds with ease. He's very frail at 300pts. 2 megabosses costs 280pts, have 14 wounds at a 3+ save and actually dish more damage.

This message was edited 3 times. Last update was at 2017/01/07 00:08:25


 
   
Made in us
Evasive Eshin Assassin






The verminlord corruptor has the most attacks of all of the verminlords but he is the weakest in the sense that his attacks only cause 1 wound as opposed to some of the others that cause 2 or 3.

I do like the corruptors spell though.

I dislike the bell, I don't think the damage output is worth the cost.

   
 
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